1/*QUAKED func_brushmodel_child (0 .8 0) (-8 -8 -8) (8 8 8) 2 3brushParent --- targetname of our parent brushmodel 4*/ 5 6 7/*QUAKED client_model (1 0 0) (-16 -16 -16) (16 16 16) No-LOD 8This is a model which is handled solely on the client. This model will not have any physics. 9 10"model" arbitrary .md3 file to display 11"scale" vector representing the scale 12*/ 13 14 15/*QUAKED worldeffect_snow (1 0 0) (-16 -16 -16) (16 16 16) 16This world effect will spawn snow globally into the level. 17 18"count" the number of snow particles (default of 1000) 19*/ 20 21 22/*QUAKED worldeffect_snowwind (1 0.5 0.5) (-16 -16 -16) (16 16 16) 23This world effect will spawn snow wind into the level. 24 25"origin" the location of the wind 26"velocity" the direction/velocity of the wind 27"size" the size of the wind brush 28*/ 29 30 31/*QUAKED worldeffect_command (1 0.5 0.5) (-16 -16 -16) (16 16 16) 32This is a generic world effect command entity. 33 34"c0" first text command 35"c1" second text command 36... 37"c99" last text command 38*/ 39 40 41/*QUAKED worldeffect_lightning (1 0.5 0.5) (-16 -16 -16) (16 16 16) 42This is a lightning command 43 44MinDelay min delay (ms) between lightning low 45MaxDelay max delay (ms) between lightning low 46MinFlash min (ms) lightning flash 47MaxFlash max (ms) lightning flash 48MinSoundDelay min (ms) delay until sound 49MaxSoundDelay max (ms) delay until sound 50FlashColor vector color of lightning (0.0 - 1.0) 51NormalColor vector color of regular sky (0.0 - 1.0) 52CheckForOutside 1 = check for outside flag 53Flicker flicker rate (1 - 10) 10 lots of flicker, 1 = none 54SoundRange max distance the thunder is away (500) 55*/ 56 57 58/*QUAKED emplaced_wpn (0 .8 0) (-8 -8 -8) (8 8 8) 59 60 Please target an info_notnull entity somewhere behind the gun, so the guy knows where to stand; 61 about 25 units back and 25 units above the floor will do the job. 62 63type ---------- name of gun you want to use (use the 'name' field from ext_data/sof2.wpn) 64brushParent --- when mounting a weapon on a brushmodel (e.g. a helicopter) 65minYaw -------- how far the gun can turn to the right (in degrees, not negative) 66maxYaw -------- how far the gun can turn to the left (in degrees) 67minPitch ------ how far the gun can point down (in degrees, not negative) 68maxPitch ------ how far the gun can point up (in degrees) 69angles -------- pitch yaw roll 70accuracy ------ 0 = perfect aim, default 0.5 (npc only) 71npcDmg -------- how much damage the gun does when used by an NPC in health points (npc only) 72burst --------- number of shots fired in a burst, default 5 (npc only) 73burstrandom --- burst variance, default 0 (npc only) 74burstdelay ---- how long to wait between burst (in seconds), default 0.4 (npc only) 75delayrandom --- burstdelay variance in seconds, default 0.0 (npc only) 76ammo ---------- doesn't add to player's overall ammo totals. only used on this wpn. 77*/ 78 79 80/*QUAKED mounted_wpn (.3 .8 0) (-40 -40 -40) (40 40 40) 81 82 83 DON'T EVEN THINK ABOUT USING THIS RIGHT NOW -- FOR TESTING 84 85 GO ON... DELETE ME... YES NOW 86 87Use FACE_TARGET in an ICARUS script to orientate the Weapon 88 89type ---------- name of gun you want to use (use the 'name' field from ext_data/sof2.wpn) 90brushChild ---- func_brushmodel_child wpn is bolted to 91brushParent --- the brushmodel that the brushmodel child is attached to 92minYaw -------- how far the gun can turn to the right (in degrees, not negative) 93maxYaw -------- how far the gun can turn to the left (in degrees) 94minPitch ------ how far the gun can point down (in degrees, not negative) 95maxPitch ------ how far the gun can point up (in degrees) 96angles -------- pitch yaw roll 97accuracy ------ only while NPC is using, 0 = perfect aim, default 0.5 98 99*/ 100 101 102/*QUAKED weapon_SAM (0 .3 .8) (-125 -145 -65) (125 145 45) NO_HOMING CHECK_DIST 103 104The Sam Launcher's base rotates(yaw) and the missle rack rotates(pitch). 105 106Use FACE_TARGET in an ICARUS script to orientate the SAM towards a target, the missiles will home in on this target when fired 107Use SET_ENEMY in an ICARUS script to change the missiles targets, from the default FACE_TARGET entity 108 109 110NO_HOMING missile will not adjust direction if target moves 111CHECK_DIST missile does not need to impact with a target, will check if it flew close enough to it's target 112 113minYaw -------- how far the gun can turn to the right (in degrees, not negative) 114maxYaw -------- how far the gun can turn to the left (in degrees) 115minPitch ------ how far the gun can point down (in degrees, not negative) 116maxPitch ------ how far the gun can point up (in degrees) 117maxPitchVel---- how fast pitch changes (degrees per second) default 1 118maxYawVel------ how fast yaw changes (degress per second) default 2 119angles -------- pitch yaw roll 120wait ---------- time (in seconds) missile will wait after launch, before homing in on target, default 0.5 121type ---------- name of gun you want to use (use 'name' field from ext_data/sof2.wpn -- default is "SAM") 122 123*/ 124 125 126/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) 127The intermission will be viewed from this point. Target an info_notnull for the view direction. 128*/ 129 130 131/*QUAKED func_group (0 0 0) ? 132Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities. 133"q3map_onlyvertexlighting" add this key along with any value to make the group have vertex only lighting (no lightmaps) 134 135 *****Metashaders***** 136 137"alphamap" "textures/heightmaps/imagename" - A grayscale image used to determine texture placement on a metashader terrain. 138"shader" "metashader/shadername" - References the core name of the metashader (Not mapx_0, just mapx) 139"layers" - How many different textures are layered onto the metashader. 140"terrain" - Set this to 1 creating a metashader terrain. 141 142*/ 143 144 145/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) RMG 146"model" arbitrary .md3 file to display 147*/ 148 149 150/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) 151Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay. 152*/ 153 154 155/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) 156Used as a positional target for in-game calculation by such ents as ref_tags and for camera TRACK commands 157(same as target_position) 158*/ 159 160 161/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4) 162Used as a positional target for in-game calculation, like jumppad targets. 163(same as info_notnull) 164*/ 165 166 167/*QUAKED info_NPClook (0 0.5 0) (-4 -4 -4) (4 4 4) 168Used as a positional location for npcs (like civilians), to want to look at. 169*/ 170 171 172/*QUAKED info_NPCtouch (0 0.5 0) (-4 -4 -4) (4 4 4) 173Used as a positional location for npcs (like civilians), to want to reach out and touch. 174*/ 175 176 177/*QUAKED info_NPCpoint (0 0.5 0) (-4 -4 -4) (4 4 4) 178Used as a positional location for npcs (like civilians), to want to point at. 179*/ 180 181 182/*QUAKED info_NPCnav (0 0.5 0) (-4 -4 -4) (4 4 4) 183Turns into a nav point when spawned 184*/ 185 186 187/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence START_OFF 188Non-displayed light. 189"light" overrides the default 300 intensity. - affects size 190a negative "light" will subtract the light's color 191'Linear' checkbox gives linear falloff instead of inverse square 192'noIncidence' checkbox makes lighting smoother 193Lights pointed at a target will be spotlights. 194"radius" overrides the default 64 unit radius of a spotlight at the target point. 195"scale" multiplier for the light intensity - does not affect size (default 1) 196 greater than 1 is brighter, between 0 and 1 is dimmer. 197"color" sets the light's color 198"targetname" to indicate a switchable light 199"style" to specify a specify light style, even for switchable lights! 200"style_off" light style to use when switched off (Only for switchable lights) 201 202 1 FLICKER (first variety) 203 2 SLOW STRONG PULSE 204 3 CANDLE (first variety) 205 4 FAST STROBE 206 5 GENTLE PULSE 1 207 6 FLICKER (second variety) 208 7 CANDLE (second variety) 209 8 CANDLE (third variety) 210 9 SLOW STROBE (fourth variety) 211 10 FLUORESCENT FLICKER 212 11 SLOW PULSE NOT FADE TO BLACK 213 12 FAST PULSE FOR JEREMY 214 13 Test Blending 215*/ 216 217 218/*QUAKED misc_bsp (1 0 0) (-16 -16 -16) (16 16 16) 219"bspmodel" arbitrary .bsp file to display 220*/ 221 222 223/*QUAKED info_NPCcover (0 0.5 0) (-4 -4 -4) (4 4 4) 224NPC Soldiers Will Perfer To Use This Cover Point If It Is Near By. You MUST include a target as the place he will go to shoot. 225*/ 226 227 228/*QUAKED ref_tag (0.5 0.5 1) (-8 -8 -8) (8 8 8) 229 230Reference tags which can be positioned throughout the level. 231These tags can later be refered to by the scripting system 232so that their origins and angles can be referred to. 233 234mTargetname - the name of this tag 235*/ 236 237 238/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED-ON LOOPED-OFF GLOBAL ACTIVATOR LONGRANGE 239"noise" wav file to play 240"soundSet" soundset name to use (do not combine with 'noise', ignores all other flags) 241 242LOOPED-ON: 243Looping sound starts on 244 245LOOPED-OFF: 246Looping sound starts off 247 248Looped sounds will be toggled by use functions. 249 250GLOBAL: 251A global sound will play full volume throughout the level. 252 253ACTIVATOR 254Activator sounds will play on the player that activated the target. 255 256LONGRANGE: 257A longrange sound will be heard over longer distance but still attenuate. DO NOT USE WITHOUT PERMISSION! 258Longrange can't be combined with global 259Longrange noise with looping can't be toggled off 260 261Global and activator sounds can't be combined with looping 262(actually 'Global' can, but this is a special case for a level-wide siren. DO NOT USE WITHOUT PERMISSION!) 263Normal sounds play each time the target is used. 264 265Multiple identical looping sounds will just increase volume without any speed cost. 266"wait" : Seconds between auto triggerings, 0 = don't auto trigger 267"random" wait variance, default is 0 268*/ 269 270 271/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RANDOM 272This doesn't perform any actions except fire its targets. 273The activator can be forced to be from a certain team. 274if RANDOM is checked, only one of the targets will be fired, not all of them 275*/ 276 277 278/*QUAKED terrain (1.0 1.0 1.0) ? 279Terrain entity 280It will stretch to the full height of the brush 281 282numPatches - integer number of patches to split the terrain brush into (default 200) 283terxels - integer number of terxels on a patch side (default 4) (2 <= count <= 8) 284seed - integer seed for random terrain generation (default 0) 285textureScale - float scale of texture (default 0.005) 286heightMap - name of heightmap data image to use 287terrainDef - defines how the game textures the terrain (file is base/ext_data/*.terrain - default is grassyhills) 288instanceDef - defines which bsp instances appear 289generateDef - defines how the heightmap is randomly generated 290miscentDef - defines which client models spawn on the terrain (file is base/ext_data/*.miscents) 291densityMap - how dense the client models are packed 292 293*/ 294 295 296/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 70) 297potential spawning position for SOF2 multiplayer 298ONLY USE THIS IF THE MAP YOU ARE WORKING ON IS FOR THE MULTIPLAYER EXECUTABLE 299*/ 300 301 302/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 70) NO_RMG 303player's initial spawnpoint 304*/ 305 306 307/*QUAKED model_ghoul2 (0 .8 0) (-8 -8 -8) (8 8 8) 308 309model ---------- filename of the Ghoul2 model you want to use 310*/ 311 312 313/*QUAKED model_static (0 .5 0) (-8 -8 -8) (8 8 8) NO_MP 314This guy is an awful lot like a misc_model, except this doesn't become part of the bsp. It's 315an actual entity in the game that uses an MD3 model. 316 317model ---------- filename of the MD3 model you want to use 318cshader ---------- optional MD3 shader (e.g. /models/objects/Common/toilet_test) 319origin --------- like, uh, where the thing is 320angles --------- pitch, yaw, roll. I promise. 321*/ 322 323 324/*QUAKED func_static (0 .5 .8) ? CHOPPER_FX 325A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. 326 327CHOPPER_FX - does expensive checks, spawning dust or ripples depending what surface is below the chopper 328 329parent (0, 1) indicates whether or not this model has other models bolted to it 330*/ 331 332 333/*QUAKED door_sliding (0 .5 .8) ? START_OPEN CRUSHER USABLE AUTO_CLOSE LOCKED 334 335START_OPEN the door to moves to its destination when spawned, and operate in reverse. 336CRUSHER if door's blocked, it'll continue to try to close, rather than reverse direction 337USABLE door opens and closes via the player's USE key 338AUTO_CLOSE door will automatically return to its original position after "wait" seconds 339LOCKED "USABLE" will be disabled until the first time the door is opened via a script, trigger, etc. 340 Afterwards, the door will behave normally. 341 342"angles" determines the opening direction [PITCH YAW ROLL] 343"color" constantLight color 344"dmg" damage to inflict when blocked (0 default) 345"light" constantLight radius 346"lip" lip remaining at end of move (8 default) 347"speed" opening speed (100 units/s default) 348"wait" on automatic-closing doors, wait in seconds before returning (3 default) 349"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 350*/ 351 352 353/*QUAKED door_rotating (0 .5 .8) ? X_AXIS Y_AXIS USABLE AUTO_CLOSE LOCKED START_OPEN SMART STAY_LOCKED NON_SOLID UNLOCK_ONLY 354You need to have an origin brush as part of this entity. The center of that brush will be 355the point around which the door is rotated. It will rotate around the Z axis by default, opening in the 356counter clock-wise direction when viewed from above. Use a negative "openangle" value to have it open the other 357direction. Check the X or Y AXIS boxes to have it rotate about a different axis. 358 359USABLE door opens and closes via the player's USE key 360AUTO_CLOSE door will automatically return to its original position after "wait" seconds 361LOCKED "USABLE" will be disabled until the first time the door is opened via a script, trigger, etc. 362 Afterwards, the door will behave normally. 363START_OPEN the door to moves to its destination when spawned, and operate in reverse. 364SMART door will rotate away from the player 365STAY_LOCKED door will remain locked even after it has been opened 366NON_SOLID door will be non-solid while opening (USE SPARINGLY AND WITH CARE) 367UNLOCK_ONLY door (presumably locked) when first used, will unlock only, and not open. Note: STAY_LOCKED will override this. 368 369"openangle" angle (degrees) through which the door will rotate; default value is 90 370"color" constantLight color 371"dmg" damage to inflict when blocked (0 default) 372"light" constantLight radius 373"speed" determines how fast it moves in degrees per second; default value is 90 374"wait" wait time between openings and closings 375"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 376*/ 377 378 379/*QUAKED func_button (0 .5 .8) ? PLAYER_USE 380When a button is used it moves some distance in the direction of it's angle, then triggers all of it's targets, then waits and returns to it's original position 381 382"model2" .md3 model to also draw 383"angles" determines the opening direction [PITCH YAW ROLL] 384"target" all entities with a matching targetname will be used 385"speed" override the default 40 speed 386"wait" override the default 3 second wait (-1 = never return) 387"lip" override the default 4 pixel lip remaining at end of move 388"health" if set, the button must be killed instead of touched 389"color" constantLight color 390"light" constantLight radius 391"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 392 393PLAYER_USE player can use button 394 395*/ 396 397 398/*QUAKED func_rotating (0 .5 .8) ? START_OFF X_AXIS Y_AXIS CRUSHER 399You need to have an origin brush as part of this entity. The center of that brush will be 400the point around which it is rotated. It will rotate around the Z axis by default. You can 401check either the X_AXIS or Y_AXIS box to change that. Toggles on/off when used 402 403"speed" determines how fast it moves; default value is 100. 404"dmg" damage to inflict when blocked (2 default) 405"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 406 407START_OFF - starts out not rotating 408CRUSHER - does damage to entity blocking it 409 410*/ 411 412 413/*QUAKED pickup_health_small (0 .6 .6) (-8 -8 0) (8 8 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 414amount - ?? 415startoff - ?? 416*/ 417 418 419/*QUAKED pickup_health_big (0 .6 .6) (-17 -17 0) (17 17 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 420amount - ?? 421startoff - ?? 422*/ 423 424 425/*QUAKED pickup_armor_small (0 .6 .6) (-16 -16 0) (16 16 13) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 426amount - ?? 427startoff - ?? 428*/ 429 430 431/*QUAKED pickup_armor_big (0 .6 .6) (-18 -18 0) (18 18 34) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 432amount - ?? 433startoff - ?? 434*/ 435 436 437/*QUAKED pickup_weapon (0 .6 .6) (-29 -5 -2) (15 9 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 438type ---------- weapon name (found in base/ext_data/sof2.wpn, see below for list as of 10/21/01) 439clip ---------- what's in the clip, defaults to full clip for this weapon 440altclip ------- what's in the altfire clip, defaults to full (for, say, the OICW. few weapons have this.) 441accessories --- 1 adds silencer, 2 adds light, 4 adds laser, 8 is the bayonet 442stationary ---- won't interfere with doors, won't be affected by gravity 443 444 AK74 (assault rifle) 445 M1911A1 (pistol) 446 M3A1 (sub-machine gun) 447 M4 (assault rifle) 448 M590 (shotgun) 449 M60 (machine gun) 450 Micro Uzi (sub-machine gun) 451 MM1 (grenade launcher) 452 MSG90A1 (sniper rifle) 453 OICW (assault rifle) 454 RPG7 (rocket launcher) 455 US SOCOM (pistol) 456 USAS-12 (shotgun) 457*/ 458 459 460/*QUAKED pickup_ammo (0 .6 .6) (-8 -8 0) (8 8 18) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 461type ---------- ammo name (found in base/ext_data/sof2.ammo, see below for list as of 11/2/01) 462amount -------- how many ouchies you want to hand out (default values are in base/ext_data/sof2.ammo) 463size ---------- which size model to use (1 = small, 2 = large, default is 1) 464stationary ---- won't interfere with doors, won't be affected by gravity 465 466 0.45 ACP (US SOCOM, M1911A1, M3A1) 467 12 gauge (M590, USAS-12) 468 40mm grenade (M4/M203, MM1) 469 20mm grenade (OICW) 470 5.56mm (AK74, M4, OICW) 471 7.62mm (M60, MSG90A1) 472 9mm (Micro Uzi) 473 ANM14 (incendiary grenade) 474 F1 (grenade) 475 L2A2 (grenade) 476 M15 (phophorous grenade) 477 M67 (grenade) 478 M84 (stun grenade) 479 MDN11 (grenade) 480 SMOHG92 (grenade) 481 RPG7 (RPG7 rockets) 482 RMG_ammo (**Random Mission Generator**) 483 484*/ 485 486 487/*QUAKED pickup_equipment (0 .6 .6) (-10 -10 -8) (10 10 1) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG 488type ---------- item name (found in base/ext_data/sof2.wpn, see below for list as of 10/21/01) 489stationary ---- won't interfere with doors, won't be affected by gravity 490 491 Binoculars 492 Night Vision 493 Thermal Vision 494*/ 495 496 497/*QUAKED projectile_lobber (.5 .5 .8) (-5 -5 -5) (5 5 5) 498 499 lobs projectiles of any given type. "use" toggles it on and off. 500 501wait : Seconds between triggerings, 3 second default 502randomwait: wait variance in seconds, default is 0 503angles: direction in which the projectiles will be fired 504speed: initial speed of projectiles (default is 1000) 505randomspeed: speed variance (default is 0) 506altfire: using the altfire version of this projectile? (default is false) 507timer: if it's timed, how long until one of these projectiles detonates (default is 5 seconds) 508randomtimer: timer variance (default is 0 seconds) 509count: how many projectiles to use before turning itself off (defaults to 1, -1 is infinite) 510type: name of weapon projectile (default is "M67"). list is in sof2.wpn 511 512 possible types as of 4/8/02: 513 514 ANM14 (incendiary grenade) 515 F1 (grenade) 516 L2A2 (grenade) 517 M15 (phophorous grenade) 518 M67 (grenade) 519 M84 (stun grenade) 520 MDN11 (grenade) 521 SMOHG92 (grenade) 522 RPG7 (RPG7 rockets) 523 524*/ 525 526 527/*QUAKED script_runner (0 0.5 0) (-4 -4 -4) (4 4 4) JERSEY_BUTTON RUN_ON_ACTIVATOR 528script : filename of the script 529 530RUN_ON_ACTIVATOR: run the script on whoever activates instead of on the scriptrunner 531 532*/ 533 534 535/*QUAKED monster_spawner (1 0 0) (-17 -17 -45) (17 17 45) ONCE_ONLY FIRE_TRIGGERS 536npctype : NPC Type to be Spawned (this is the classname of the NPC) 537max : Maximum number of NPCs to be spawned 538removeinlos : If true, characters spawned will remove dead bodies even if in LOS to player 539neverdrop : If true, characters spawned will not drop guns when they die 540invinciblegun : If ture, characters spawned will have INVINCIBLE_GUN spawnflag set on them 541bodytime: How long in milliseconds a character from this MS will stick around after dead 542combatpoint: Any characters from this MS will acquire this combat point as their own 543attack: These guys will attack while running to combat point. 544release: combat point will be abandoned for AI routines when enemy spotted. 545 546 547ONCE_ONLY: monster spawner disappears after one successful activation 548FIRE_TRIGGERS: moster spawner passes ability to fire triggers to spawned NPCs 549 550*/ 551 552 553/*QUAKED traitor_handler (0 .8 0) (-8 -8 -8) (8 8 8) 554finaltime --- ammount of time to allow free for all before finalscript is run (default 60 seconds) 555finalscript --- name of script to punish player after free for all (default common/failed) 556maxhits ------- how many hits to take within buffertime before count down starts (default 3 hits) 557buffertime ---- duration before hit counter clears (default 30 seconds) 558voiceover ----- set to false if you dont want the voiceovers to play 559*/ 560 561 562/*QUAKED security_camera (0 .8 0) (-8 -8 -24) (8 8 0) START_OFF NO_THINK 563 564------ flags --------- 565 566START_OFF ----- the usual start off 567NO_THINK ------ never moves around but you can turn it on and off by using it 568 569 570------- keys --------- 571 572type ---------- name of camera you want to use: indoor (default) or outdoor 573minYaw -------- how far the camera can turn to the right (in degrees, not negative) 574maxYaw -------- how far the camera can turn to the left (in degrees, not negative) 575minPitch ------ how far the camera can point up (in degrees, not negative) 576maxPitch ------ how far the camera can point down (in degrees, not negative) 577camLight ------ non-0 if camera should have a spotlight 578angles -------- pitch yaw roll 579teamname ------ team the camera is on (e.g. Team_Prometheus ), if not set the camera only fires script if sees player 580script ------- name of script to fire when seeing foe (or player in the case of no team) 581time ------- ammount of time before auto reset (default is 10000) 582startangles --- "rest position" facing of camera. 583viewdist ------ how far the camera can see 584scripttime ---- time between firings of the script (default is 1000 milliseconds) 585deathScript --- called when camera dies. if left blank, nothing happens 586 587 the bounding box you see in the editor is for the indoor camera. the outdoor bbox is much larger. 588*/ 589 590 591/*QUAKED security_searchlight (0 .8 0) (-15 -15 0) (15 15 30) START_OFF NO_THINK 592 593------ flags --------- 594 595START_OFF ----- the usual start off 596NO_THINK ------ never moves around but you can turn it on and off by using it 597 598 599------- keys --------- 600 601minYaw -------- how far the searchlight can turn to the right (in degrees, not negative) 602maxYaw -------- how far the searchlight can turn to the left (in degrees, not negative) 603minPitch ------ how far the searchlight can point up (in degrees, not negative) 604maxPitch ------ how far the searchlight can point down (in degrees, not negative) 605angles -------- pitch yaw roll 606teamname ------ team the searchlight is on (e.g. Team_Prometheus ), if not set the searchlight only fires script if sees player 607script ------- name of script to fire when seeing foe (or player in the case of no team) 608time ------- ammount of time before auto reset (default is 10000) 609startangles --- the "rest position" of the light 610viewdist ------ how far the searchlight can see 611longBeam ------ 1 will turn on a longer beam than normal (default = 0, meaning use the short beam) 612deathScript --- called when light dies. if left blank, nothing happens 613 614*/ 615 616 617/*QUAKED target_stealth (0 .8 0) (-8 -8 -8) (8 8 8) ONCE_ONLY DONTUSE1 ANYNPC INFINITETIMER DONTUSE2 618time ------- ammount of time before auto reset (default is 10000) 619*/ 620 621 622/*QUAKED trigger_ladder (.5 .5 .8) ? 623material -- determines footstep sounds when climbing. defaults to 3 (solid metal). material list is below. 624angles -- which direction should the player be facing when climbing 625 626 this entity doesn't actually spawn into the game so it doesn't count against your max entity limit 627 628 ----- materials ----- 629 630MATERIAL_NONE 0 631MATERIAL_SOLIDWOOD 1 632MATERIAL_HOLLOWWOOD 2 633MATERIAL_SOLIDMETAL 3 634MATERIAL_HOLLOWMETAL 4 635MATERIAL_SHORTGRASS 5 636MATERIAL_LONGGRASS 6 637MATERIAL_DIRT 7 638MATERIAL_SAND 8 639MATERIAL_GRAVEL 9 640MATERIAL_GLASS 10 641MATERIAL_CONCRETE 11 642MATERIAL_MARBLE 12 643MATERIAL_WATER 13 644MATERIAL_SNOW 14 645MATERIAL_ICE 15 646MATERIAL_FLESH 16 647MATERIAL_MUD 17 648MATERIAL_BPGLASS 18 649MATERIAL_DRYLEAVES 19 650MATERIAL_GREENLEAVES 20 651MATERIAL_FABRIC 21 652MATERIAL_CANVAS 22 653MATERIAL_ROCK 23 654MATERIAL_RUBBER 24 655MATERIAL_PLASTIC 25 656MATERIAL_TILES 26 657MATERIAL_CARPET 27 658MATERIAL_PLASTER 28 659MATERIAL_SHATTERGLASS 29 660MATERIAL_ARMOR 30 661MATERIAL_COMPUTER 31 662 663*/ 664 665 666/*QUAKED trigger_multiple (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED 667wait : Seconds between triggerings, 0.5 default 668random: wait variance in seconds, default is 0 669delay : seconds to wait after triggering to fire targets, default 0 670 671 ONCE_ONLY: trigger goes away after first activation 672 PLAYER_USE: player must be touching and pressing use key to activate 673 INACTIVE: starts inactive ( can't be used ) 674 PLAYER_ONLY: only player can activate/touch 675 NPC_ONLY: only NPCs can activate/touch 676 FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger 677 DIRECTED: activation is restricted to force the player to be looking in a certain direction 678 679actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon 680appear and to activate the trigger. 681 682Variable sized repeatable trigger. Must be targeted at one or more entities. 683The times between firing is a random time between (wait - random) and (wait + random) 684*/ 685 686 687/*QUAKED trigger_health_check (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE X X X X ONLY_WHEN_USED 688wait : Seconds between triggerings, 0.5 default 689random: wait variance in seconds, default is 0 690delay : seconds to wait after triggering to fire targets, default 0 691healthlevel : is the health of the player's vehicle less than this? (defaults to 1000, will be scaled by difficulty just like the vehicle's health) 692 693 ONCE_ONLY: trigger goes away after first activation. I advise setting this if you DON'T set ONLY_WHEN_USED. 694 PLAYER_USE: player must be touching and pressing use key to activate 695 INACTIVE: starts inactive ( can't be used ) 696 ONLY_WHEN_USED: by default, trigger_health_check constantly checks its health. 697 with this flag trigger_health_check will only check its health when used. 698 699 ***This trigger will fire its targets and remove itself as soon as it is used (or thinks) when the 700 vehicle's health is less than healthlevel.*** 701 702 703Variable sized repeatable trigger. Must be targeted at one or more entities. 704The times between firing is a random time between (wait - random) and (wait + random) 705*/ 706 707 708/*QUAKED trigger_distance_warning (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED 709wait : Seconds between triggerings, 0.5 default 710random: wait variance in seconds, default is 0 711delay : seconds to wait after triggering to fire targets, default 0 712distancetarget : targetname of entity to gauge if we should fire targets based on distance 713distance : units distancetarget must be to fire targets 714lessthan : set to true if you want the target only fired when distancetarget is WITHIN range of user (default firing is out of range) 715 716 ONCE_ONLY: trigger goes away after first activation 717 PLAYER_USE: player must be touching and pressing use key to activate 718 INACTIVE: starts inactive ( can't be used ) 719 PLAYER_ONLY: only player can activate/touch 720 NPC_ONLY: only NPCs can activate/touch 721 FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger 722 DIRECTED: activation is restricted to force the player to be looking in a certain direction 723 724actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon 725appear and to activate the trigger. 726 727Variable sized repeatable trigger. Must be targeted at one or more entities. 728The times between firing is a random time between (wait - random) and (wait + random) 729*/ 730 731 732/*QUAKED trigger_remove (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY HIDE_REMOVE 733wait : Seconds between triggerings, 0.5 default 734count : Entities to be deleted before firing donescript 735type1 : NPC class name to delete (if none provided, defaults to any class name) 736type2 : Second NPC class name to delete 737donescript : name of script to run when count entities have been removed 738 739 ONCE_ONLY: trigger goes away after first activation 740 PLAYER_USE: player must be touching and pressing use key to activate 741 INACTIVE: starts inactive ( can't be used ) 742 PLAYER_ONLY: only player can activate/touch 743 NPC_ONLY: only NPCs can activate/touch 744 FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger 745 HIDE_REMOVE: only removes when the player can not see 746 747Variable sized repeatable trigger. Must be targeted at one or more entities. 748The times between firing is a random time between (wait - random) and (wait + random) 749*/ 750 751 752/*QUAKED trigger_sound (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY 753wait : Seconds between triggerings, 0.5 default 754soundlevel : Sound level the entity touching this trigger must be at to fire targets, 0.7 default 755 756 ONCE_ONLY: trigger goes away after first activation 757 PLAYER_USE: player must be touching and pressing use key to activate 758 INACTIVE: starts inactive ( can't be used ) 759 PLAYER_ONLY: only player can activate/touch 760 NPC_ONLY: only NPCs can activate/touch 761 FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger 762 763Variable sized repeatable trigger. Must be targeted at one or more entities. 764The times between firing is a random time between (wait - random) and (wait + random) 765*/ 766 767 768/*QUAKED target_play_music (0 0.5 0) (-4 -4 -4) (4 4 4) ONCE_ONLY 769music : filename of the dynamic music 770speed : initial speed of music: fast, slow, or off (turns all DM off) 771ONCE_ONLY: target play music runner disappears after one successful activation 772 773 774*/ 775 776 777/*QUAKED trigger_objective (.5 .5 .8) ? ONCE_ONLY INACTIVE 778command : addmain, completemain, addsub, completesub, addinfomain, addinfosub 779item : index number of thing to display, goes with command 780command2 : addmain, completemain, addsub, completesub, addinfomain, addinfosub 781item2 : index number of thing to display, goes with command2 782command3 : addmain, completemain, addsub, completesub, addinfomain, addinfosub 783item3 : index number of thing to display, goes with command3 784*/ 785 786 787/*QUAKED trigger_body_check (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED X 788wait : Seconds between triggerings, 0.5 default 789random: wait variance in seconds, default is 0 790delay : seconds to wait after triggering to fire targets, default 0 791 792 ONCE_ONLY: trigger goes away after first activation 793 PLAYER_USE: player must be touching and pressing use key to activate 794 INACTIVE: starts inactive ( can't be used ) 795 PLAYER_ONLY: only player can activate/touch 796 NPC_ONLY: only NPCs can activate/touch 797 FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger 798 DIRECTED: activation is restricted to force the player to be looking in a certain direction 799 800actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon 801appear and to activate the trigger. 802noDrop -- if 'true' you can't drop bodies here (defaults to false) 803 804Variable sized repeatable trigger. Must be targeted at one or more entities. 805The times between firing is a random time between (wait - random) and (wait + random) 806*/ 807 808 809/*QUAKED trigger_toolbox (.5 .5 .8) ? DIRECTED ONCE_ONLY INACTIVE 810 811When a player steps into this trigger, an icon will be displayed on the HUD. Pressing the USE key 812will activate this trigger's targets. If the "holdtime" key is given a value, the USE key will need 813to be held for that time in seconds for the trigger to activate. 814 815DIRECTED: activation is restricted to force the player to be looking in a certain direction 816ONCE_ONLY: trigger disappears after one successful activation 817INACTIVE: starts inactive ( can't be used ) 818 819actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon 820appear and to activate the trigger. 821holdtime: time (seconds) the use key needs to be held (defaults to 0) 822icon: the icon that will be displayed. Refers to an image file in base\gfx\menus. (defaults to hud/blank32) 823wait: time (seconds) between activations (defaults to 1) 824 825startSound: sound played when trigger is first used 826endSound: sound played when trigger is done being used 827loopSound: sound played while trigger is being used 828 829*/ 830 831 832/*QUAKED trigger_arioche_objective (.5 .5 .8) ? 833 834Generic objective for the arioche random mission generator system. When a trigger is 835spawned it is associated with the objective object through the name param. 836 837target: target to activate when objective is met 838objective: name of objective (must match an objective in the .mission file) 839use: 1 if this objective must be used to complete it 840icon: icon to display when in range of the use objective 841holdtime: amount of time the use button must be pressed before the objective is complete 842 843*/ 844 845 846/*QUAKED trigger_hurt (.5 .5 .8) ? START_OFF ONCE_ONLY NO_PROTECTION FALLING INACTIVE 847Any entity that touches this will be hurt. 848It does dmg points of damage each time it's triggered 849 850"wait" Seconds between triggerings, default 0.5 851"random" wait variance in seconds, default 0 852"dmg" default 5 853"damageType" 1 = fire (default), 2 = steam, 3 = outright death, 4 = just plain "Ow!" 854 855START_OFF starts off 856ONCE_ONLY trigger goes away after first activation 857NO_PROTECTION nothing stops the damage 858FALLING damage is a result of falling 859INACTIVE starts inactive ( can't be used ) 860 861 862*/ 863 864 865/*QUAKED trigger_timer (0 .5 .8) ? START_OFF PLAYER_USE DISPLAY ONCE INACTIVE 866Counts down then fires its targets, 867will happen repeatedly unless ONCE is checked 868Can be turned on or off by using. 869 870"time" seconds to wait until firing targets, default 1 871"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 872 873 874START_OFF timer starts off 875PLAYER_USE player can use it, must be touching it 876DISPLAY displays time counting down 877ONCE will count down and fire once 878INACTIVE starts inactive ( can't be used ) 879 880*/ 881 882 883/*QUAKED trigger_push (0 .5 .8) ? START_OFF INACTIVE PLAYER_ONLY NPC_ONLY 884Pushes entity touching it in specified direction. Can be turned on or off by using. 885The direction of push can be specified in two ways 8861) manually enter the "angles" key/value pair 8872) "target" a target_position - if valid "angles" are ignored 888 889"push" pitch yaw roll (in degrees) - determines direction of push 890270 0 0 = up 891 90 0 0 = down 892"speed" how fast ent is pushed, default 100 893"target" direction to push entity in 894 895START_OFF trigger starts off 896INACTIVE starts inactive ( can't be used ) 897PLAYER_ONLY only player can activate/touch 898NPC_ONLY only NPCs can activate/touch 899 900*/ 901 902 903/*QUAKED func_breakable_brush (0 .5 .8) ? INVINCIBLE NO_USE START_OFF 904Throws debris and dissapears when used or killed 905area portals can be used with this, whether it starts on or off. 906if "direction" is given, debris will use it to determine explosion path, else game will determine direction 907The texture placed on the brush model determines the material -- look in the shader to determine the material type 908 909 910"splashDamage" damage from explosion, default none 911"splashRadius" area of effect, default none 912"health" damage needed to die, default 1 913"direction" pitch yaw roll (in degrees) - direction of debris explosion 914270 0 0 = up 915 90 0 0 = down 916"sizescale" overrides programmatic scale determination -- useful for long, thing things 917"speedscale" scales speed of debris, default 1 -- only use in special cases 918"material" material number, should ONLY be used in SPECIAL cases - i.e. when a brush needs an invisible texture, which has no material. 919 -1 means no debris at all. period. 920"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 921 922INVINCIBLE can't be damaged, will only die when used 923NO_USE using it will not break it, must be damaged 924START_OFF starts invisible, won't be visible or interact in the world in anyway until its used once 925 926 927*/ 928 929 930/*QUAKED func_wall (0 .5 .8) ? START_OFF PLAYER_USE WATER 931bmodel that just sits there, can be toggled on/off by using it 932area portals can be used with this, whether it starts on or off 933 934"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 935 936START_OFF wall starts off 937PLAYER_USE player can use it 938WATER if it's water, it moves without doing any pushing or getting blocked 939 940*/ 941 942 943/*QUAKED func_npcwall (0 .5 .8) ? START_OFF PLAYER_USE 944just like func_wall, except that it is a NPC clip brush instead 945of a solid wall 946 947bmodel that just sits there, can be toggled on/off by using it 948area portals can be used with this, whether it starts on or off 949 950"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default 951 952START_OFF wall starts off 953PLAYER_USE player can use it 954 955*/ 956 957 958/*QUAKED fx_play_effect (.2 .5 .8) (-8 -8 -8) (8 8 8) START_OFF 959Plays specified effect file 960 961"effect" name of .efx file 962"wait" seconds between triggerings, default 0.3 963"random" wait variance in seconds, default 0 964"target" direction of effect, default up 965"count" plays effect this many times then deletes itself, default -1 = infinite 966 967 968START_OFF fx starts off 969 970 971*/ 972 973 974/*QUAKED target_level_change ( 1 0 0) (-4 -4 -4) (4 4 4) 975load the specified map 976 977"mapname" name of the map to load 978"menuname" go to a menu instead of map (example: "select" without the quotes. this is the outfitting menu.). ALSO REQUIRES MAPNAME!! 979"menuWpnsFile" (example: "col1" without the quotes) contains list of wpns to display in the provided menu. if you provide a "menuname" you need a "menuWpnsFile", too. 980"execFile" the .cfg file (example: "hos1.cfg") to execute instead of immediately changing maps. this allows you to start the next map with no weapons. 981 982 This entity will try to switch to a menu first. If it doesn't have a "menuname" then it will try to run the "execFile". 983 If it doesn't have an execFile it will try to change maps using "mapname". 984 985*/ 986 987 988/*QUAKED target_activate ( 1 0 0) (-4 -4 -4) (4 4 4) 989Will set the target(s) to be usable/triggerable 990 991delay : seconds to wait after triggering to fire targets, default 0 992 993 994*/ 995 996 997/*QUAKED target_deactivate ( 1 0 0) (-4 -4 -4) (4 4 4) 998Will set the target(s) to be not usable/triggerable 999 1000delay : seconds to wait after triggering to fire targets, default 0 1001 1002 1003*/ 1004 1005 1006/*QUAKED target_counter ( 1 0 0) (-4 -4 -4) (4 4 4) 1007After being used count times, will fire all its targets 1008 1009"count" number of times to be used, before firing targets, default 2 1010 1011"resetCount" number of times the counter should reset to it's full count when it's done, default 0 (never reset), -1 = infinite 1012 1013 1014*/ 1015 1016 1017/*QUAKED target_objective ( 0 0 1 ) (-8 -8 -8) (8 8 8) 1018 1019Does some objective stuff this isn't in yet. Fun. 1020*/ 1021 1022 1023/*QUAKED target_visible ( 0 0 1) (-8 -8 -8) (8 8 8) START_OFF NOTRACE 1024 1025Fires targets as soon as player can see it, only fires targets once then removes itself. 1026Most target_visibles should START_OFF then turned on(used) once they're needed 1027 1028"radius" player must be at least this close to 'see' this ent, default 512 1029"degrees" degrees player must be looking within(player's FOV), default 40 1030"timer" number of miliseconds player must be looking at target for it to fire 1031 1032START_OFF will not actively check if player is looking until 'used' 1033NOTRACE will not check if player's sight is blocked, will see through walls, etc... 1034 1035 1036*/ 1037 1038 1039/*QUAKED worldspawn (0 0 0) ? 1040 1041Every map should have exactly one worldspawn. 1042"music" path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3") 1043"gravity" 800 is default gravity 1044"message" Text to print during connection process 1045"soundSet" Ambient sound set 1046"ambientFog" Set to 1 if the fog is purely for ambience and not for distance culling. 1047"npcView" View Distance for NPCs 1048"emplacement" player starts the map using this weapon 1049"spawnscript" runs on the player on entering level 1050"rDmgScript" if the player lobs a grenade or similar explosive device anywhere in the level, this script is run 1051"deathScript" called when player dies. if left blank, common/failed is used by default 1052"hearscript" the first time player sound is above 0.7 this will fire 1053"soundlevel" override the default 0.7 soundlevel that triggers hearscript 1054"dynamic_music" set to OFF to turn off all dynamic music on this level 1055"vehicle" is the player riding in a helicopter(1), truck(2), or nothing(0, the default) 1056"vehicleWeapon" use this in pra4, where the player will have a vehicle-mounted wpn but doesn't start the level attached to it 1057"suit" set to 1 if you want to use the SET_SUIT Icarus command in this map 1058 1059 1060BSP Options 1061"gridsize" size of lighting grid to "X Y Z". default="64 64 128" 1062"ambient" scale of global light (from _color) 1063"fog" shader name of the global fog texture - must include the full path, such as "textures/rj/fog1" 1064"distancecull" value for vis for the maximum viewing distance 1065"chopsize" value for bsp on the maximum polygon / portal size 1066"SkyTexture" shader name for the sky texture 1067"SkyHeight" z height of the sky 1068"SkyIntensity" intensity modifier (default of 1.0, range from 0.0 to 3.0) 1069"SkyAmbient" ambient light vector (default is calculated) 1070"SkyMinimum" minimum modifier (default of 0.5, range from 0.0 to 1.0) 1071"SkyEdge" world edge error deviation (default of 100.0) 1072"ls_Xr" override lightstyle X with this pattern for Red. 1073"ls_Xg" green (valid patterns are "a-z") 1074"ls_Xb" blue (a is OFF, z is ON) 1075"ignoreleaks" tells the bsp process to ignore any leaks, and continue on processing (for instances only) 1076*/ 1077 1078 1079/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 32) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY 1080 1081CINEMATIC - Will spawn with no default AI (BS_CINEMATIC) 1082NOTSOLID - Starts not solid 1083STARTINSOLID - Don't try to fix if spawn in solid 1084SHY - Spawner is shy 1085 1086targetname - name this NPC goes by for targetting 1087target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?) 1088 1089If targeted, will only spawn a NPC when triggered 1090count - how many NPCs to spawn (only if targetted) default = 1 1091 1092NPC_type - name of NPC (in NPCs.cfg) to spawn 1093 1094NPC_targetname - NPC's targetname AND script_targetname 1095NPC_target - NPC's target to fire when killed 1096health - starting health (default = 100) 1097playerTeam - Who not to shoot! (default is TEAM_STARFLEET) 1098 TEAM_FREE (none) = 0 1099 TEAM_RED = 1 1100 TEAM_BLUE = 2 1101 TEAM_GOLD = 3 1102 TEAM_GREEN = 4 1103 TEAM_STARFLEET = 5 1104 TEAM_BORG = 6 1105 TEAM_SCAVENGERS = 7 1106 TEAM_STASIS = 8 1107 TEAM_NPCS = 9 1108 TEAM_HARVESTER, = 10 1109 TEAM_FORGE = 11 1110enemyTeam - Who to shoot (all but own if not set) 1111 1112spawnscript - default script to run once spawned (none by default) 1113usescript - default script to run when used (none by default) 1114awakescript - default script to run once awoken (none by default) 1115angerscript - default script to run once angered (none by default) 1116painscript - default script to run when hit (none by default) 1117fleescript - default script to run when hit and below 50% health (none by default) 1118deathscript - default script to run when killed (none by default) 1119 1120These strings can be used to activate behaviors instead of scripts - these are checked 1121first and so no scripts should be names with these names: 1122 default - 0: whatever 1123 idle - 1: Stand around, do abolutely nothing 1124 roam - 2: Roam around, collect stuff 1125 walk - 3: Crouch-Walk toward their goals 1126 run - 4: Run toward their goals 1127 standshoot - 5: Stay in one spot and shoot- duck when neccesary 1128 standguard - 6: Wait around for an enemy 1129 patrol - 7: Follow a path, looking for enemies 1130 huntkill - 8: Track down enemies and kill them 1131 evade - 9: Run from enemies 1132 evadeshoot - 10: Run from enemies, shoot them if they hit you 1133 runshoot - 11: Run to your goal and shoot enemy when possible 1134 defend - 12: Defend an entity or spot? 1135 snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned 1136 combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code 1137 medic - 15: Go for lowest health buddy, hide and heal him. 1138 takecover - 16: Find nearest cover from enemies 1139 getammo - 17: Go get some ammo 1140 advancefight - 18: Go somewhere and fight along the way 1141 face - 19: turn until facing desired angles 1142 wait - 20: do nothing 1143 formation - 21: Maintain a formation 1144 crouch - 22: Crouch-walk toward their goals 1145 1146delay - after spawned or triggered, how many seconds to wait to spawn the NPC 1147*/ 1148 1149 1150